Dice Wide Shut (IMPORT)

£31.00
sold out

This game is in Japanese but is language-independent (no Japanese text on cards), a pdf copy of the English rules will be provided with the game if they are not included within the box.

DICE WIDE SHUT is a roll-and-write game that includes erasable markers and game boards. Try to fill the columns with checkmarks to score without bursting any rows!

In this game for 2-5 players, you'll use 3-6 red dice and 3-6 blue dice along with a single purple die no matter the player count. Each player has their own erasable game board with a red grid of dice faces at the top of it (with the red faces reading 1-5 as you go across a row) and a blue grid of dice faces at the bottom (with the blue faces reading 1-5 as you go down a column). On the right-hand side of each grid is a column of 6s; the 6s are grayed out and not considered to be part of the red or blue grid.

To start a round, one player rolls the dice. The starting player then chooses either red or blue, then chooses two dice numbered 1-5 or a single die numbered six in the named color. The purple die can be picked up whether you choose red or blue. After you take the die or dice, you check off empty die faces in that half of your player board that match the numbers taken. One exception: When you take a 6, you can check off a 6 in either the top or bottom of your board.

If you create a row of five horizontal checkmarks in the red or blue grid, then you must place a line through all of these checked die faces. Boom! Bad news! If, however, you have a checked 6 in that same row, you can choose to cross out the checkmark instead of placing the final check in the row and blowing it up.

Once all the dice have been claimed, then the next player in clockwise order from the starting player becomes the new starting player and begins a new round. As soon as one player has three filled columns in either the red or the blue grid, each other player takes one final turn (assuming enough dice remain), then the game ends. Players then score points for each column depending on the number of continuous check marks in that column; three separate checkmarks in a column in the red grid is worth 3 points (1 point for each check) while three continuous checkmarks is worth 6 points. An empty space or a crossed-out line breaks the continuity. Whoever has the highest total wins.

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This game is in Japanese but is language-independent (no Japanese text on cards), a pdf copy of the English rules will be provided with the game if they are not included within the box.

DICE WIDE SHUT is a roll-and-write game that includes erasable markers and game boards. Try to fill the columns with checkmarks to score without bursting any rows!

In this game for 2-5 players, you'll use 3-6 red dice and 3-6 blue dice along with a single purple die no matter the player count. Each player has their own erasable game board with a red grid of dice faces at the top of it (with the red faces reading 1-5 as you go across a row) and a blue grid of dice faces at the bottom (with the blue faces reading 1-5 as you go down a column). On the right-hand side of each grid is a column of 6s; the 6s are grayed out and not considered to be part of the red or blue grid.

To start a round, one player rolls the dice. The starting player then chooses either red or blue, then chooses two dice numbered 1-5 or a single die numbered six in the named color. The purple die can be picked up whether you choose red or blue. After you take the die or dice, you check off empty die faces in that half of your player board that match the numbers taken. One exception: When you take a 6, you can check off a 6 in either the top or bottom of your board.

If you create a row of five horizontal checkmarks in the red or blue grid, then you must place a line through all of these checked die faces. Boom! Bad news! If, however, you have a checked 6 in that same row, you can choose to cross out the checkmark instead of placing the final check in the row and blowing it up.

Once all the dice have been claimed, then the next player in clockwise order from the starting player becomes the new starting player and begins a new round. As soon as one player has three filled columns in either the red or the blue grid, each other player takes one final turn (assuming enough dice remain), then the game ends. Players then score points for each column depending on the number of continuous check marks in that column; three separate checkmarks in a column in the red grid is worth 3 points (1 point for each check) while three continuous checkmarks is worth 6 points. An empty space or a crossed-out line breaks the continuity. Whoever has the highest total wins.

This game is in Japanese but is language-independent (no Japanese text on cards), a pdf copy of the English rules will be provided with the game if they are not included within the box.

DICE WIDE SHUT is a roll-and-write game that includes erasable markers and game boards. Try to fill the columns with checkmarks to score without bursting any rows!

In this game for 2-5 players, you'll use 3-6 red dice and 3-6 blue dice along with a single purple die no matter the player count. Each player has their own erasable game board with a red grid of dice faces at the top of it (with the red faces reading 1-5 as you go across a row) and a blue grid of dice faces at the bottom (with the blue faces reading 1-5 as you go down a column). On the right-hand side of each grid is a column of 6s; the 6s are grayed out and not considered to be part of the red or blue grid.

To start a round, one player rolls the dice. The starting player then chooses either red or blue, then chooses two dice numbered 1-5 or a single die numbered six in the named color. The purple die can be picked up whether you choose red or blue. After you take the die or dice, you check off empty die faces in that half of your player board that match the numbers taken. One exception: When you take a 6, you can check off a 6 in either the top or bottom of your board.

If you create a row of five horizontal checkmarks in the red or blue grid, then you must place a line through all of these checked die faces. Boom! Bad news! If, however, you have a checked 6 in that same row, you can choose to cross out the checkmark instead of placing the final check in the row and blowing it up.

Once all the dice have been claimed, then the next player in clockwise order from the starting player becomes the new starting player and begins a new round. As soon as one player has three filled columns in either the red or the blue grid, each other player takes one final turn (assuming enough dice remain), then the game ends. Players then score points for each column depending on the number of continuous check marks in that column; three separate checkmarks in a column in the red grid is worth 3 points (1 point for each check) while three continuous checkmarks is worth 6 points. An empty space or a crossed-out line breaks the continuity. Whoever has the highest total wins.